#Rune Artifact Guide for Beginners

1 messages · Page 1 of 1 (latest)

random lily
#

Rune Artifact guide for beginners

Part I: Runes

Credits to JMB for the original guide. Refined and additional explanations by @bitter fjord

General guide for hero equipment setup: (Note: this is a general guide for beginners. There may be uses for a certain set of runes/artifact in very exceptional cases; here I'll be referring to about 9/10 of the gameplay.)

**FIRE: ** Increases dmg dealt (2.6% + 1.3% * [the rune's level - 4], 1.3% if lvl 1-3); a lvl 6 rune for example, gives a 5.2% dmg boost) + crit chance increased by 15% for the first 20 second of battle. Mainly used for DPS characters.

LIGHTNING: Ignores the target's defense (4.8% + 2.4% * [the rune's level - 4], 2.4% if lvl 1-3), and a 20% chance of increasing dmg dealt to 135% while attacking. Mainly used for DPS characters that lack health % dmg, so ignoring defense will help offset the lack of dmg.

AIR: Reduces skill cooldown (6% + 3% * [the rune's level - 4], 3% if lvl 1-3), and after using a hero skill, increase the next auto attack's dmg by 70%. Mainly used for support characters in order to spam active skills (especially CC, buff, debuff, etc.) but it may find its way into DPS characters for specific purposes (ie. Oberon uses Air Yasa to spam his blade spin to increase his sustain, Athena uses Air Yasa to spam her iframe + stun).

WATER: Increases Health Bestowal (According to game definition, "whenever the Hero gives healing, increase the given amount by this percentage") and shield tempering (5% + 2.5% * [the rune's level - 4], 2.5% if lvl 1-3). Also increases the dodge of a hero by 20% for 3 seconds if a sheild/healing skill is cast. Mainly used for healers due to the health bestowal skill. Water runes may be used for certain DPS, sustainibility in exchange of DMG. Water runes are also highly recommended when running Hades (continuous healing skill boosts his dodge to over 50%, assuming his IW dodge is maxed).

EARTH: Reduces the DMG taken by (2.6% + 1.3% * [the rune's level - 4], 1.3% if lvl 1-3). Defense is increased by 50% for the first 10 seconds. Mainly used for tanks. Can be used for supports or DPS that lack sustain/die too early in the fight.

DARK: Restores a certain amount of energy per second (2 + [the rune's level - 4] energy per second, 1 if lvl 1-3). Increases attack by 12% after releasing an ultimate, and this increase can stack twice. Mainly used for heroes who rely on activating their ultimate for dmg/support (ie Medusa for stunlock, Zeus for group stun and dmg).

LIGHT: Restores a certain percentage of max health per second (0.2% + 0.1% * [the rune's level - 4], 0.1% if lvl 1-3). If health drops below 50%, health restoration effects will increase by 35%. It has relatively limited uses, compared to other runes. Mainly used for tanks that lack self-sustain or have insufficient sustain skills (ie Poseidon, Odin, although Earth runes are usually the more viable option).

FOREST: Gives resistance to control skills (7% + 3.5% * [the rune's level - 4], 3.5% if lvl 1-3). Additionally, 150 energy will be restored to the hero and a shield of 20% of hero's max health will be provided at the beginning of the battle. This rune set has relatively niche use. However, it can be used for heroes who need to get their ultimate off quickly while also providing sustain. For example, using forest runes to get a healer to group heal before the enemy does significant damage, or using forest to protect your DPS from being controlled by enemies for too long.

Due to Discord's message word limit, the 2nd edition to the beginner's artifact guide will be posted in a separate message.

#

A long overdue guide on artifacts and what hero should use them:

** PART II: Artifacts**

Artifacts offer a special bonus plus a small stat boost when equipped. Good artifact/rune combo's can greatly strengthen your heroes and team. DISCLAIMER: This guide is general reference only. It does not apply to all heroes.

**AXE OF PANGU: ** Every auto attack there is a 25% to deal a certain amount of the hero's attack as TRUE DAMAGE to the target. (The damage done is 75% + 15% * [the artifact's level - 4], 60% if lvl 1-3). Mainly used for DPS characters that are RELIANT ON AUTO ATTACKS (ie they are not reliant on active skills for most of their DMG. Take Ganjiang and Moye (GM) and Archimedes as a couple examples.)

**STAFF OF SHARUR: ** Deal extra damage to an enemy with less than 50% health. If the enemy is a boss, also deal an extra amount of damage regardless of the boss's current health.
If the enemy is a normal enemy, the hero will deal (35% + 7% * [the artifact's level - 4], 28% if lvl 1-3) extra damage. If the enemy is a boss, the hero will deal (17.5% + 3.5% * [the artifact's level - 4], 14% if lvl 1-3) extra damage.
Mainly used for DPS characters. Due to the extra damage bonus, this artifact is recommended for boss fights. In PvE mode, it is recommended for DPS characters that rely on active skills and ultimates for damage.

**SUDARSHANA CHAKRA: ** Ultimate skill deals extra damage. The extra damage dealt is (35% + 7% * [the artifact's level - 4], 28% if lvl 1-3).
Mainly used for DPS characters that are reliant on ultimates for damage (i.e. Zeus, Flora.) Can be used on non-DPS characters too for the sake of doing as much damage on the ultimate (such as Faust's ultimate bomb and Marduk's execution attempt on his ultimate.)

**EXCALIBUR: ** While the wearer of this artifact is alive, increase attack and defense of your heroes by a certain amount. Note: this effect is not stackable. Therefore, at most one hero in the team should equip this artifact. Bonus is an increase by (4% + (level - 3))(5% + 1% * [the artifact's level - 4], 4% if lvl 1-3).
*Recommended for tanks or supports. *

**THOR'S HAMMER: ** While being attacked, there is a 15% chance that the attacker's next attack is slowed down. The enemy's attak speed is decreased by (30% + 5% * [the artifact's level - 4], 25% if lvl 1-3) for 2 seconds.
Recommended for tanks or supports. On very rare occasions it may be used for single target DPSes.

**SCARAB BADGE: ** If the wearer's health drops below 30% of max HP for the first time, restore a percentage of health (35% + 5% * [the artifact's level - 4], 30% if lvl 1-3) and decrease damage taken by 30% for 5 seconds.
Can be used with any character. Mainly used for sustain purposes in which the character needs enough survival time to carry out a certain skill, like their ultimate.

**AEGIS SHIELD: ** There is a certain chance (16% + 3% * [the artifact's level - 4], 13% if lvl 1-3) that the incoming attack on the wearer will be blocked.
Mainly used for tanks, but it can be used for DPS characters or supports if they're dying too fast.

#

.
.
Part III: Rune/Artifact Combinations

So, you want your heroes to be as strong as possible, right? Well, you must consider their skills as well as the rune/artifact combo that suits them the best! Here are a few popular rune/artifact combos that greatly boost hero potential!

Note: these are fairly basic setups. Some situations or heroes use none of the builds below.

**AIR YASAKANI (often called Air Yasa): ** Greatly reduces skill cooldown. Can be used as a mean of spamming skills or increasing survivability.

**WATER YASAKANI/EXCALIBUR: ** A popular setup for healers. The Yasakani artifacts increases the chance of skill CD Reduction,while water runes increase healing abilities. Excalibur may be used in order to boost hero stats in exchange of less frequent healing from actives, but only one Excalibur may be used per team due to effects not stacking.

**EARTH/LIGHT SHIELD: ** A typical tank setup. Maximizes damage reduction (or healing capabilities if light rune) while blocking out damage via shield artifact.

**FIRE/LIGHTNING AXE/STAFF: ** A setup used for DPS Characters. True DMG Proc or extra damage when target below 50% Health can be a huge increase in overall damage, in addition to the offensive bonuses of fire and lightning runes.

**WATER SHIELD: ** A heavy sustain build for DPS or Tank/Support characters. Increases healing and dodge, as well as blocking out damage. Used in levels where DPSes can one-shot your DPS too easily.

**DARK YASAKANI/AXE/STAFF/insert any artifact: ** An energy recharge build. Allows the hero to recharge their energy quickly. Regardless of what artifact you use, hero damage is increased after they cast their ultimate.

jagged lynx
#

Anything in what ruins and artifacts of best on whatever characters?

random lily
bitter fjord
#

I will add a TL;DR to the above. I know it was a long read, so this is a brief summary of all 3 parts

Part I: Runes
Fire - DPS, increases dmg dealt
Lightning - DPS, ignores defense (if no Health% dmg)
Air - reduces skill cooldown
Water - increases healing, shield strength, and and dodge
Earth - increases defense
Dark - restores energy, increases ATK
Forest - initial shield and energy, reduces time being controlled by enemy

Part II: Artifacts
Axe - true DMG proc
Staff - increases DMG on low health enemies and bosses
Chakra - increases ultimate DMG
Excalibur - increases team stats
Thor's Hammer - slow down enemy
Badge - "lifesaver"
Aegis Shield - blocks DMG

Part III: Rune/Artifact combos
Air yasa - skill spam
Water yasa/excalibur - increases heals + stats
Fire/lightning axe/staff - DPS
Water shield
Dark (insert any artifact) - faster ultimate

young pine
#

What set would be good for Medusa, western queen, Artemis, Izanami, Freyja, and Leonidas